An empirical validation of consumer video game engagement: A playful-consumption experience approach

This study proposes and validates a conceptual model for predicting consumer video game engagement, comprising cognitive, affective, and behavioural engagement originating from the imaginal, emotional, and sensory playful-consumption experience. To validate the conceptual model, data were collected...

Full description

Saved in:
Bibliographic Details
Main Authors: Abbasi, A.Z., Ting, D.H., Hlavacs, H., Costa, L.V., Veloso, A.I.
Format: Article
Published: 2019
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85058674141&doi=10.1016%2fj.entcom.2018.12.002&partnerID=40&md5=a8f87e1907daa28424d38af5a235085f
http://eprints.utp.edu.my/22123/
Tags: Add Tag
No Tags, Be the first to tag this record!
id my.utp.eprints.22123
record_format eprints
spelling my.utp.eprints.221232019-02-28T08:00:17Z An empirical validation of consumer video game engagement: A playful-consumption experience approach Abbasi, A.Z. Ting, D.H. Hlavacs, H. Costa, L.V. Veloso, A.I. This study proposes and validates a conceptual model for predicting consumer video game engagement, comprising cognitive, affective, and behavioural engagement originating from the imaginal, emotional, and sensory playful-consumption experience. To validate the conceptual model, data were collected from 465 teen video game consumers; 436 were useable. This study employed the WarpPLS 5.0 software to perform the Partial Least Squares-Structural Equation Modelling (PLS-SEM) analysis. The results of the measurement model on playful-consumption experience and consumer video game engagement support that both imaginal and emotional experience and cognitive, affective and behavioural engagement were reliable and valid as second-order formative constructs. Moreover, the findings of the structural model support that playful-consumption experiences such as imaginal, emotional, and sensory experience positively influence the prediction of cognitive, affective and behavioural states of consumer video game engagement. This study pioneers the field of digital game studies that have empirically validated a conceptual model predicting multiple states of the player's engagement in video game playing that is triggered through various playful experiences of a digital game. © 2018 Elsevier B.V. 2019 Article NonPeerReviewed https://www.scopus.com/inward/record.uri?eid=2-s2.0-85058674141&doi=10.1016%2fj.entcom.2018.12.002&partnerID=40&md5=a8f87e1907daa28424d38af5a235085f Abbasi, A.Z. and Ting, D.H. and Hlavacs, H. and Costa, L.V. and Veloso, A.I. (2019) An empirical validation of consumer video game engagement: A playful-consumption experience approach. Entertainment Computing, 29 . pp. 43-55. http://eprints.utp.edu.my/22123/
institution Universiti Teknologi Petronas
building UTP Resource Centre
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Petronas
content_source UTP Institutional Repository
url_provider http://eprints.utp.edu.my/
description This study proposes and validates a conceptual model for predicting consumer video game engagement, comprising cognitive, affective, and behavioural engagement originating from the imaginal, emotional, and sensory playful-consumption experience. To validate the conceptual model, data were collected from 465 teen video game consumers; 436 were useable. This study employed the WarpPLS 5.0 software to perform the Partial Least Squares-Structural Equation Modelling (PLS-SEM) analysis. The results of the measurement model on playful-consumption experience and consumer video game engagement support that both imaginal and emotional experience and cognitive, affective and behavioural engagement were reliable and valid as second-order formative constructs. Moreover, the findings of the structural model support that playful-consumption experiences such as imaginal, emotional, and sensory experience positively influence the prediction of cognitive, affective and behavioural states of consumer video game engagement. This study pioneers the field of digital game studies that have empirically validated a conceptual model predicting multiple states of the player's engagement in video game playing that is triggered through various playful experiences of a digital game. © 2018 Elsevier B.V.
format Article
author Abbasi, A.Z.
Ting, D.H.
Hlavacs, H.
Costa, L.V.
Veloso, A.I.
spellingShingle Abbasi, A.Z.
Ting, D.H.
Hlavacs, H.
Costa, L.V.
Veloso, A.I.
An empirical validation of consumer video game engagement: A playful-consumption experience approach
author_facet Abbasi, A.Z.
Ting, D.H.
Hlavacs, H.
Costa, L.V.
Veloso, A.I.
author_sort Abbasi, A.Z.
title An empirical validation of consumer video game engagement: A playful-consumption experience approach
title_short An empirical validation of consumer video game engagement: A playful-consumption experience approach
title_full An empirical validation of consumer video game engagement: A playful-consumption experience approach
title_fullStr An empirical validation of consumer video game engagement: A playful-consumption experience approach
title_full_unstemmed An empirical validation of consumer video game engagement: A playful-consumption experience approach
title_sort empirical validation of consumer video game engagement: a playful-consumption experience approach
publishDate 2019
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85058674141&doi=10.1016%2fj.entcom.2018.12.002&partnerID=40&md5=a8f87e1907daa28424d38af5a235085f
http://eprints.utp.edu.my/22123/
_version_ 1738656381316104192
score 13.160551